class UTProj_Throw extends UTProjectile;//UTProjectile;

var Actor Shooter;

auto state MoveYourAss
{
	event Tick(float deltaTime)
	{
		Velocity.Z -= 60;
	}
BEGIN:
	Velocity = Vector(self.Rotation)*Speed;
	Velocity.Z = 300;
}

defaultproperties
{
	Begin Object class=SkeletalMeshComponent name=projmesh
                     SkeletalMesh = SkeletalMesh'Artalpha.Muffin'
	End Object
        Components.Add(projmesh)
        ProjSMC = projmesh

	//ProjFlightTemplate=ParticleSystem'WP_RocketLauncher.Effects.P_WP_RocketLauncher_RocketTrail'
	ProjExplosionTemplate=ParticleSystem'WP_RocketLauncher.Effects.P_WP_RocketLauncher_RocketExplosion'
	ExplosionDecal=MaterialInstanceTimeVarying'WP_RocketLauncher.Decals.MITV_WP_RocketLauncher_Impact_Decal01'

	ProjFlightTemplate=none;
	LifeSpan=1.6
	Speed = 400
    bCollideWorld=true
	Damage=30.0
	DamageRadius=100.0
	RotationRate=(Roll=50000)
	CheckRadius=30.0
}
